/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_GUARDAI_H
#define ARKCORE_GUARDAI_H

#include "ScriptedCreature.h"
#include "Timer.h"

class Creature;

class GuardAI: public ScriptedAI
{
    enum GuardState
    {
        STATE_NORMAL = 1, STATE_LOOK_AT_VICTIM = 2
    };

public:

    explicit GuardAI(Creature *c);

    void MoveInLineOfSight(Unit *);
    void EnterEvadeMode();
    void JustDied(Unit *);
    bool CanSeeAlways(WorldObject const* obj);

    void UpdateAI(const uint32);
    static int Permissible(const Creature *);

private:
    uint64 i_victimGuid;
    GuardState i_state;
    TimeTracker i_tracker;
};
#endif
